- /target and /assist find units by name like the original, and /follow walks you behind your target
- right click opens clams and lockboxes, and the tooltip promises it
- the freeze thaws clean, poses release instead of sticking, and you drop to neutral standing before it grips
- unit frame art layers over the bars like the original
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the granted movement modes are one system now: slow fall slows, levitate hovers, water walking holds the surface, a root pins you even mid-air
- casting while moving refuses with the real error, and a jump cast plays its animation in the air
- Z cycles melee, ranged, stowed, every landed swing draws the weapon, and Alt-Z hides the UI
- login faces where you logged out, and the dev shortcuts moved to Ctrl+Shift off the Windows key
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- crossing into a new zone lands the whole discovery moment: the "Discovered" toast, the experience line in chat, and the race-keyed jingle
- crossing a tile boundary no longer recycles a whole row of terrain: a keep-band holds what you just left, unloading is budgeted, and fresh requests stagger instead of bursting
- a sheath swap moves the weapon (and its sparkles) to the new slot instead of rebuilding it, and a fading model now dims its own effects with it
- pressing the cast button again cancels the cast, and a form that can't cast a spell refuses it locally instead of round-tripping the server
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- ground-targeted spells work end to end: press the button, get the targeting cursor, click the ground, and the cast ships on the wire the way the real client sends it
- a reticle sized to the spell's real radius rides the cursor, and on the click the storm model, falling shards and area sound all land at the point
- character screens: a newly created character comes back selected on the list, and the authored layout scales to small windows instead of clipping the bottom controls off
- blob shadows ride their receiver's clip transform and the raster bias that kept them faint is measured and fixed
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The keyring is built. Your first key makes the keyring button appear by
the bags, opening the window the original keeps its dungeon keys in — the
server had been sending the keys all along; nothing had ever shown them.
- Keys open their doors now. The client used to cast the open as a bare
spell, which the server rightly refuses; it now sends the item-use the
original sends, carrying which key from which slot. The tooltip plays
along: "Locked" turns the soft green when something you carry opens it,
and a key stops inventing a "Use: Opening" line it never had.
- A building can own the sky: a WMO can name its own painted skybox, and
Stratholme's burning city now draws its near-black-to-red dome instead of
the zone's khaki gradient. The exact rule for when it applies settles in
the next snapshot.
- Signpost tooltips follow the cursor again — the tooltip anchor forks per
object class, corner for doors, cursor for signs — and the Blasted Lands
lightning stops striking the same spot for ever: a placed doodad re-rolls
its animation variation every play-window, like the original.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The second half of the open-door fix: the system that applies a door's
state to its collider had never run once. The state arrives with the
spawn, the collider is baked from the model hull frames later, and the
reconcile demanded both in the same frame — so every door kept the solid
collider it was born with. Open gates and forcefields are walkable now,
and the inspector prints solid-or-passable out loud.
- The mouseover follows the original's law: an object you cannot use — in
use, waiting on a quest, or hostile-faction scenery like the enemy's own
doors — shows nothing at all on hover. No tooltip, no highlight, no
cursor. Each object type answers for itself, the way the real client
dispatches it.
- Dun Morogh's snow trees lose their white plates and hard creases: model
textures authored clamp-to-edge were all sampled repeat-wrapped, so a
canopy's deliberate out-of-range margin wrapped back into opaque texels.
The sampler honours the authored address mode now, on this tree, a bad
bush, and hundreds of models like them.
- Odds and ends: the Blasted Lands lightning can actually strike (its
emitters sampled an animation slot that is silent for that model),
donation turn-in quests show their real Continue panel, boss emotes expand
their $name macros, and a rare one-in-256 login failure — a session key
the client hashed differently than the server does — is gone.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Why fences glowed noon-warm at midnight: our sun lane multiplied the
day/night colour by the client's documented 2.5 for doodads on lit ground,
which pushes past white and clips to a daylit face. Two days of binary
archaeology confirmed that multiply is real — on a render path the
reference machine turns out not to run.
- The settle was an API trace of the actual 1.12.1 client standing at the
same fences: on its Direct3D path the sun arrives at the day/night colour
clamped to at most full strength — one for lit ground, half in baked
shadow, never brighter than the palette. Our lane now commits exactly
that. Midnight is moonlit blue, and adjacent lit/shaded fences blend the
way the original does.
- Along the way: a capture-window override for era-resolution A/Bs, and a
calibration dial that lived exactly one day — the by-eye level it found
matched the traced law to a few parts in 255, then retired.
- Separately, the $-macro text expander now runs everywhere the original
runs it: chat lines, mail bodies and item text, not just the UI strings.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- A creature that was already walking when it came into view stood frozen at
its spawn point, then teleported — up to a full wander leg, 30 yards in the
worst measured case — when its next movement packet arrived. The create
packet carries the live path (where the unit is along it, how much is left)
and we parsed all of it into the void. The unit now joins its walk exactly
where the server has it: measured before/after, 13% of movement starts were
over-a-yard teleports, now effectively zero.
- Walking into Zul'Gurub or Stratholme through the portal dropped you straight
through the world. The landing check asks "is there a floor under me?" — but
on the arrival frame the loaded world is still the map you just left, and an
instance entrance is a copy of its outdoor ground at the same coordinates,
0.23 yards under your feet. The old floor said yes, then despawned. The hold
now waits for the destination's own ground to arrive, and a world that never
arrives keeps the loading screen instead of dropping you into the void.
- Same fix covers a decoder hazard found on the way: a plain two-point path
announces two points but ships only the destination, and trusting the count
over-ran the packet — it never fires on our server's pathfinder, but now it
can't.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- The social window: friends, ignore and `/who`, in the reference's own two-level
arrangement with its inner tabs and per-row right-click menus. The lists ride the
real wire — guid-keyed with no names, resolved through the name cache, and capped
at 50 friends / 25 ignores because those are the client's own caps — and the
ignore list does its actual job: an ignored speaker's chat is dropped silently, a
whisper additionally tells the sender, and a duel challenge is auto-declined.
Guild ships as a disabled tab, which is what a guildless character sees.
- The escape menu: ESC's last rung finally opens something. The game menu lands at
the reference's own size and ladder, and leaving works — logout and quit with the
server owning the clock (instant at an inn, refused in combat, or the 20-second
countdown), narrated by the real camp/quit dialogs. While the menu holds the
center nothing else opens, and the bag bar greys out under it.
- Items on the action bar act like items. An equipped trinket was a dead button;
the reference's use law is two stages — not equippable means use, equippable and
already worn means use in place — over its exact search order (equipment first,
then the bags, then the backpack, then the keyring; never the bank). What can go
on the bar is now the reference's own two filters, byte-read: an item with an
on-use spell or one you can equip, and no passive spells — and dropping a passive
there speaks the real client's own line, "You can't put a passive ability in the
action bar."
- A quest-starter item opens its quest instead of "The item was not found." The
question goes to the item's own guid, never through item-use — which the server
refuses for every one of the 215 quest-starter items — and refusing the quest
says what the client says, then closes the window.
- For the toolbox: a pixel pick that reports everything under the cursor all the
way back, a lens that says which render phase a draw landed in, and switches that
separate "discarded" from "lost depth" from "never drawn" — built while cornering
a flickering tent, whose fix ships in the next snapshot.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Duels. Challenge another player from their right-click menu, or with `/duel`, and
`/forfeit` to give it up. Both popups are there — the challenge you accept or decline, and
the warning when you leave the field — with the flag countdown between them, and the outcome
printed in chat when someone is knocked out or flees. Read off the reference client's own
duel packets and the three globals it keeps client-side, which is why the challenger reads
"You have requested a duel." even though the server never echoes that back.
- Inspect. Right-click a player and open their paper doll: their nineteen publicly visible
equipment slots with icon, name, quality and a linkable item, and their body standing in
the pane, which follows along if you retarget while the window is open. No stack counts and
no durability — those are not fields another player publishes, which is exactly why the
reference client's inspect doll has never shown them either.
- Water knows where it stops. Swimming used to trigger in the dry tunnel thirty yards under
Stormwind's canal, and in mid-air over Blackrock's lava. A liquid is now the grid the map
file actually stores — one wet flag per cell, and the surface height a bilinear over the
four corners of the cell you are standing in, the same sample the reference client takes —
so the water starts at the bank and its surface sits where your eye puts it. Lava is a
liquid you swim in, an indoor liquid asks the building you are inside, and `/liquid` prints
every surface claiming your feet and where each one came from.
- Creature parts authored to appear only on death — the voidwalker, the banshee, the ooze,
the stone elemental, the infernal — were drawing the whole time: material alpha now bakes
per animation sequence and the unit lane actually evaluates it. The character and inspect
model panes are lit by the reference widget's own single light instead of blowing out white,
the rotate arrows spin while you hold them, and the transparent sort ladder had its sign
backwards, so overhead names draw over water again instead of being painted out by a canal
behind them. Underneath, the protocol writer's 95-verb drawer and its thousand-line spell
module split into per-family files — no behaviour change, just a tree you can find things in.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
- Other players walk the world. A watched player's motion between server updates now runs through
the same grounded movement resolve as your own character — same capsule, same colliders, same
step-up and ground election — so they follow terrain every frame instead of every packet, and
stop at a wall instead of walking into it and being snapped back. Their jumps are swept against
the world too, and a standstill jump steered mid-air reports that steer, the one mid-air press
the reference client broadcasts rather than defers.
- The move relay rebuilt: relayed moves ride a per-unit chain on real time, a due move never jumps
ahead of its unit's queue, and SMSG_COMPRESSED_MOVES — the batched carrier the server sends under
load — is decoded rather than skipped. Our own send path now matches the reference client's:
facing streams while moving, Nagle is off so each packet is one write, and the strafe axis nets so
left and right can never ride the same packet.
- NPC and quest text speaks the whole $-macro grammar, carved from the reference bytes — your name,
class and race, the gendered forms, and the server's live world states — and the same
substitution feeds gossip, quest text, the quest log and unit frames. Greetings are a weighted
draw, rolled per NPC per open, and a quest giver with no quest to give is no longer clickable,
where it used to open a dialog holding nothing but a placeholder greeting.
- Spell tooltips finish the reference's line law: cast time and cooldown behind the real passive
gate, the required tool or form, the reagents block, the chance-to-X line, a multi-bit
equipped-item requirement named properly instead of by raw bits, and a buff's dispel class.
- The UI layout engine got a dense, reusable anchor solver, and a change gate that skips the resolve
entirely on frames where no layout input moved — in practice, almost every idle frame. Pets are
named by their pet number rather than a creature-template entry, so the client asks the query the
server can actually answer. And the asset extractor grew a stray-geometry census for tracking
down geometry that renders where it should not.
This snapshot replaces the six dated `sync` commits that stood here before it, whose subjects said
nothing but the date. If you cloned before now: `git fetch && git reset --hard origin/main`.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>